##################################################################
# File : /lua/terraintypes.lua
# Description : Terrain type definitions
# Author : GPG
##################################################################

--[[ 
Each terrain type has a type code that must be unique, with a max of 255. If you
modify a terrain type you will modify all maps using that type, so be careful.
Also note that changes in these values can could potentially affect the 
simulation (for example, he Bumpy type could jostle a unit's orientation as it 
is driving). 
 
In script use GetTerrainType() with the current map o-grid position, to get access
to the terrain type type table at that location. Position (-1, -1) will return the 
'Default' terrain type.
--]]

#
# Terrain clutter definitions
#
TerrainClutter = {
    Test = {
        density = 10,
        Seeds = {
            { 0.66, "/env/common/props/clutter01_prop.bp", },
            { 0.20, "/env/common/props/clutter02_prop.bp", },
            { 0.14, "/env/common/props/clutter03_prop.bp", },
        },
    },
};

# 
# Terrain type definitions
#
TerrainTypes = {
    {
        Name = 'Default',
        TypeCode = 1,
        Color = '00000000',
        Description = 'Default',
        Style = 'Default',
        Blocking = false,
        FXIdle = {},
        FXImpact = {},
        FXLayerChange = {},
        FXMotionChange = {},
        FXMovement = {},
        FXOther = {},
        Treads = 'Default',
    },
    {
        Name = 'Void',
        TypeCode = 255,
        Blocking = true,
        Collision = false,
        Color = 'FF2254CC',
        Description = 'Void',
        Style = 'Void',
        HealthEffectPerSecond = -0.1,
    },
}

# These are the names of the columns to create and populate (in order) in the editor's
# TerrainType tool.
EditorColumns = {
    'Name',
    'TypeCode',
    'Blocking',
    'Style',
    'Description',
}